RAST'S PROFILE

Tower of the Spirit Worl...
A retro RPG modeled after the NES/GB RPGs many of us grew up on.

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Equipping "Souls"

I don't have meats implemented - That's the system I was basing this off of(but not trying to duplicate).

Equipping "Souls"

My only issue with that is that the game has a very open-ended party system - You don't even need to bring a monster, and while it'd be nice to offer an incentive to have a Monster in your party, I don't want it to be mandatory in order to get specific rare items. I suppose one solution to that would be to make said items only usable by monsters, so that players who preferred not to have a monster wouldn't miss out.

Equipping "Souls"

Souls from stronger enemies would offer inherently better bonuses. There's no real reason to unequip a soul - Some souls, however, would have penalties to defense or agility, and as battles(and the chance of a soul dropping) are random, it just feels right to have the option there just in case. I already have souls implemented(though freely selectable and can be equipped at any time), and I'm working on balancing them so that to bad never outweighs the good or cripples the character.

Ideally you'd never need to flat out remove the soul, but having the option seems to be the fair thing to do regardless of how well it's implemented. On that subject, though, I could come up with an actual incentive - Some sort of reward for removing a soul, perhaps. If you have any suggestions in that area, I'm listening.

Perhaps rending a soul would give you points which could be used to upgrade monster abilities? Or perhaps a much harder to balance system where rending a soul would offer a permanent boost to relevant stats based on the power of the soul(and likely based on the stat's current value and/or a limit, to prevent farming weak souls for massive boosts over time)

Equipping "Souls"

My game, as some know, is lightly based off of the Final Fantasy Legend series. One playable race in that series(Monsters) had a unique system where after the battle they might have a chance to eat a certain type of meat from one of the enemies. This could radically change how powerful they were and what type of skills they had.

A lot of people I've asked and/or had test my current project said they enjoyed the meat system from FFL, but I want to do something slightly different, so here it is: What if instead of eating meat, you had a chance to harvest said enemy's soul instead? It would serve a similar purpose, but be more forgiving. Here's a basic idea of how it'd work:

1) After a battle you have the chance to absorb one of the enemy's souls. Accepting this automatically equips the soul(and destroys any soul you currently have equipped).

2) The initial equipping of the soul gives you new monster abilities(which are permanent), and stat boosts(which last until a new soul is obtained, or the soul is removed). You can't manually unequip souls, and they give both good and bad stats.

3)You can unequip the soul by visiting a certain NPC who, for a cost, will "rend" the soul from said monster. It might have other minor penalties(haven't ventured much into that). The preferred method would be to find another soul to absorb, thus granting you different stat bonuses. Another possibility would be increasing the power of already learned skills(if the soul you absorbed would grant you a skill you already know).



Any thoughts on a system like this?

What Videogames Are You Playing Right Now?

More Borderlands 2. I've come to the conclusion that This is how Krieg should look and sound: http://www.youtube.com/watch?v=jLtkalEcJus

Gearbox had to remove his rants, though. Made me sad.


I also went and revisited Jade Empire and Morrowind. Two of the best Xbox/PC RPGs ever conceived, I gotta say. They've aged pretty well. Jade Empire even got slightly fancier graphics with the PC release.

On a side note, I really ought to go back to DMC. DMC3 had the most replay value for me. DMC4 was ok, and DmC: Devil May Cry was very well done, but I find it hard to replay them.

RPG maker 2003 RTP

author=Liberty
Wait, what? They do? On RMW? /me needs to check dis

http://www.rpgmakerweb.com/download/additional/run-time-packages

They don't.

author=Ona
Oh.

Somebody could have told me that they offered the old RPGMK3K for free now days, that would have saved a lot of time.

They don't. All the sites offering it are essentially offering it illegally. Officially, you can only own and use it if you own a legal copy of RPG Maker 2003. Most people don't, especially since it isn't for sale anymore and the recent poll to sell it again seems to have gone quiet.

The other RTPs seem to be downloadable for free regardless of whether you own an RM or not, so I'm unsure why 2K3 isn't there. Probably because it's old.

The Screenshot Topic Returns

@Tau - Nope, different Rast.

My only complaint about that screenshot is that the grass on the cliffs really blend in with the grass below. A little hard to see depth, though the darker grass helps out with that. It's not a big issue though, and the visible portion of the cliff near the rock helps with that.

The Screenshot Topic Returns

author=JosephSeraph
@unity they're interesting, but neither of them are quite there, I think if you work a bit more on your layers it'll be nice.

@Rast OMG I SMELL FFL
THIS IS ZAWESOME <3 ;___;

EDIT: btw i think it'd make more sense if monsters were the bulkier ones, and humans specialized in offense instead. but that's just me

EDIT2: i also quite don't get why robots can zap magick better than humans but it's your world and game, so there must be a reason, even if it's just god's will so i'll stop editing to pinpoint unproductive things

Based off FFL, yes. Robot stats aren't set(aren't even playable yet) and will be customizable, so I'm not sure how I'll display that. Humans are the bulky ones, with the most HP and the ability to equip anything. Monsters have less HP and can't equip (most) armor and weapons, so they have naturally high attack to compensate. I'd go on, but this is about screenshots, not technical details XD.

author=Liberty
@Rast: Could the window or bar colours be changed to not so an eye-bleeding colour match please? >.<;
Bar that, looking neat~

Got any color suggestions? Perhaps a darker blue? I'm trying to keep it somewhat simple and uniform, something you'd see in an older NES/GBA game. The generic blue color(which you see in like, 99% of older console RPGs) just sort of stuck with it, so I haven't really ventured to test out different colors.

The Screenshot Topic Returns

On one hand, I like the idea of the "glass floor" in combination with VX's color distorting(though I dislike the circle it produces). On the other, I think the "normal" one you used before it works fine. I'd personally prefer that one to the glass floor.





This is the "new"(and not quite finished) race select screen from my project. When it's completely finished the text will be centered(there's a lot of text to go through and change) and it'll be a bit more polished. The race name text will hopefully not be as blurry(side effect of RM2K3 doubling the image size - probably switching to pictures to prevent that).

totsw_raceselect2.png

Yeah, I've been trying to fix that. I'm in the process of trying to find a font that doesn't blur up when 2k3 displays the image, but I may have to resort to using icons, or perhaps a bar graph showing each race's statistics. That might actually look better if I can pull it off.





Something like this. I'd either keep the bar graph shown, or perhaps display the icon multiple times. I'm starting to think this would be an improvement and offer more at a glance than the text would.